The Last Prophet of Azlant

Game Master Tyrn Jade

This story takes place in the year 4720 in the world of Golarion, six years after the current year in the Pathfinder universe. Our heroes are field commissioned by the mysterious Pathfinder Society to find a series of artifacts and a Taldan boy who is believed to be a descendant of Aroden. Their motives are unknown but the pay is convincing enough to attract even the noblest of individuals. Enjoy a setting where fanatical dwarves uncover the mysteries of firearms and explosives, and the reclusive Technic League emerges as a recognized power in the Inner Sea Region. This campaign will take you all over Golarion, full of extensive or abbreviated dungeon delves, immersive exploration, shocking and interactive battle mechanics, and an overarching plot that will bring to end an unwritten chapter in the Pathfinder universe. This campaign is rated R (sex, use of drugs and alcohol, gore and violence, and swearing).


Character Creation:

Parameters
~We will begin play at level 5. I don't wanna be pussy-footin' around!
~87 ability points to distribute. No score can be less than 3 or greater than 18, but racial modifiers and ability score bonuses from leveling up can increase or decrease them accordingly.
~Gestalt. 3rd Party Classes allowed with GM's approval.
~You are allowed two favored class bonuses; one for each of your classes.
~Select two traits or a bonus feat at first level.
~Full HP at first level. Half for every consecutive level.
~Profession is always equal to your level+WIS+3. It should be something unique to your character and would be a general "bucket skill" for ambiguous checks. For instance, Veda has Treasure Hunter as her profession.
~If you pick Human or Halfling as your race you gain 2 RP to spend on an ability of your choice from the Creating New Races link. Half-Orcs get 3 RP and all other races except Dwarves have 1 RP to spend. This ability should be tied to your character as either something unique or perhaps a quality present among many people within your culture.
~We will be using Heroic Distinctions (link is in the 'LINK' spoiler). The only changes to them are the following: 1 distinction at 3rd level and only 1 every level after 3rd. Bonuses from distinctions stack with all bonuses; they are treated as raw training bonuses that your character has personally worked toward achieving. Other than these exceptions, Heroic Distinctions are vanilla.

Class Skills
Climb and Swim = Athletics.
Ride omitted = use Drive checks for vehicles.
Handle Animal = used for Ride checks to ride a mount.
Disguise omitted = used in Bluff checks.
Disable Device = assimilated with the relevant Craft skill.
Fly = piloting airborne vehicles and natural flight.
Sense Motive omitted = Perception vs. Bluff.
Diplomacy and Intimidation = Persuasion.

Geographic Location (GL) and Ethnicity (Et)
For a list of the varied lands of Golarion, select the Geographies of the Inner Sea Region link in the 'LINK' spoiler to help you with selecting an appropriate ethnicity. Please add one language spoken in your GL as a bonus language.

Mechanics:

~Combat Expertise, Power Attack, and Improved Unarmed Strike are no long required as prerequisites for the other feats in their trees. However, they still can be taken to reap their benefits.
~Unarmed attacks can be lethal without the Improved Unarmed Strike feat. Improved Unarmed Strike instead increases the DMG die by one (1d4 for a medium character) and grants a +1 bonus to the CMB and CMD of two Combat Maneuvers. Monks retain their normal progression.
~Called Shots are encouraged and they have reduced penalties.
Easy = -2, Tricky = -4, Challenging = -6.
~Two-Weapon Fighting grants an off-hand attack as a Standard Action instead of just a Full-attack.
~Ambidextrous: This feat negates the penalty to attack for using a one-handed weapon in the off-hand and allows the character their full STR mod to their off-hand DMG. Preq.: Two-Weapon Fighting, Dex 15, Str 13.
~Firearms do not have a misfire chance nor do they break on a natural 1. To balance this, they do not roll against touch AC and must beat it normally as with a bow or crossbow.
~If you use your RP to buy a spell-like ability, you are able to select any spell of the appropriate level.
~Masterwork weapons and armor have "quality enhancements" up to +5 that are treated as mundane (non-magical) enhancements, and therefore do not act as magic items, such as overcoming DMG reduction. However, weapons add the bonus to ATK and DMG, and armors add the bonus to ACP and AC. The quality enhancement bonus does not stack with a magical enhancement bonus, they are always replaced with the magical bonus (because a magical bonus can only be as good as its quality bonus). For a list of prices for an item with quality enhancements, please refer to this spreadsheet.
~Rolls made against a DC must be equal or greater than said DC. Rolls made against AC and CMD must be greater than said AC and CMD.

Recent History & Setting:

Past
For some current events that have occurred within the last 20 years, please refer to this LINK.

Recent History (4714 AR => 4720 AR)
4714: The dwarves of the Five Kings Mountains discover the secrets of combustion. They begin developing firearms and explosives, which may rival the technology of the gnomes. Also at this time, a descendant of Ordrik Talhrik, whose name is Igar Talhrik, gains influence within the Five Kingdoms, using the dwarves' superior weapon technology as a reason to establish a strong dwarven presence on Golarion. He usurps Borogrim the Hale from his seat of High King, and unites the dwarven kingdoms under his theocratic Droskari Empire.

4716: The Technic League in Numeria no longer manipulate the Black Sovereign, Kevoth-Kul. Instead, they chose to become the face of Numeria, though their affairs remain reclusive and independent. However, they began limited trade with neighboring provinces, whom have always envied Numeria's access to the Silver Mount.

4718: The dwarves always tried to keep combustion technology hidden, but the rogue inventor who discovered it, Dolgrin Fyrreborn, believes all should know its secrets in order to maintain civility. He fled the Droskari Empire and began selling schematics to the highest bidder. Because of Dolgrin's actions, guns are considered Common Place, though not as much as within the Droskari Empire. In the later part of the year, Igar made his first true act of aggression by invading Druma. The dwarves advanced firearms tore through their ranks, but what really catalyzed their occupation was when they bought the Mercenary League from the Drumes High Prophet Kelldor. He sought to achieve the greatest amount of wealth to be considered among the highest within the celestial order according to their religion.

4719: By the beginning of this year, Druma was officially annexed by the Droskari Empire and without much resistance. Though there was protest against the annexation, most Drumans welcomed it because of the greater wealth they would accumulate. Igar's army continued to grow as Drumans lined up to enlist and take advantage of the substantial pay-rate. Other nations condemn the action, especially the democratic Andoran, whom have spoken loudly about subduing the threat of dictatorship before it grows into other lands. However, many other nations seem less motivated to go to war, stating that their may have been no serious offenses because Druma willingly seceded to the Droskari Empire.

4720: Our story begins on a Sunday, Pharast 16, 4720. Winter snow still clings to the Inner Sea Region. The Droskari Empire has remained docile, though quite productive with its military and fortifications. Andoran, being more on the defensive than other nations, is also working hard building its military as they anticipate a strike from their neighbors to the North. The beginning of this year marked the start of a cold war between the Droskari Empire and the Andoran parliament, simply known as the Arms Race. Meanwhile, Dolgrin Fyrreborn is still a fugitive of the Droskari Empire, and many Drumes bounty hunters comb the land to earn the chest of gold for his head. Other than these changes here, much of the world affairs have been business as usual according to the established Pathfinder history.

Setting
Our heroes can begin play virtually anywhere in the world of Golarion, as the Pathfinder Society is ubiquitous. To find a place for your character to begin their story, please use the webpages in the 'LINKS' spoiler and select a Geographical Location (GL) from the 'Geography of the Inner Sea Region. There you will find links to profiles of the varied nations that dot Golarion. The information you will find there is consistent with present time, save for the changes stated in the section above. Eventually, after a short introduction of our heroes, we will unite at the Grand Lodge in Absalom. We have been field commissioned by the Pathfinder Society's elusive leaders, the Decemvirate. Though our heroes are experienced, their merits hardly amount to those of other field commissioned Pathfinders. Nonetheless, the Decemvirate are willing to pay handsomely for the completion of their quests, which encompasses the retrieval of ancient artifacts and tomes, and also negotiating the help of certain individuals.